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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UNiagaraDataInterface | |
| static UClass | StaticClass () |
Public Attributes | |
Data Channel | |
| uint | AllocationCount |
| How many elements to allocate for writing per frame? Usage is defendant on AllocationMode. TODO: Allow allocation count to be controlled dynamically from script? | |
| bool | bPublishToGame |
| Whether the data generated by this DI should be published to the world game data channel. This is require to allow game BP and C++ to read this data. | |
| bool | bPublishToCPU |
| Whether the data generated by this DI should be published to CPU emitters in other Niagara systems. | |
| bool | bPublishToGPU |
| Whether the data generated by this DI should be published to GPU emitters in other Niagara systems. | |
| bool | bUpdateDestinationDataEveryTick |
| Whether this DI should request updated destination data from the Data Channel each tick. Some Data Channels have multiple separate data elements for things such as spacial subdivision. Each DI will request the correct one for it's owning system instance from the data channel. Depending on the data channel this could be an expensive search so we should avoid doing this every tick if possible. | |
| UNiagaraDataChannelAsset | Channel |
| The data channel to write to. | |
| ENiagaraDataChannelAllocationMode | AllocationMode |
| How should we allocate the buffer into which we write data. | |
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static |
| uint AllocationCount |
How many elements to allocate for writing per frame? Usage is defendant on AllocationMode. TODO: Allow allocation count to be controlled dynamically from script?
| ENiagaraDataChannelAllocationMode AllocationMode |
How should we allocate the buffer into which we write data.
| bool bPublishToCPU |
Whether the data generated by this DI should be published to CPU emitters in other Niagara systems.
| bool bPublishToGame |
Whether the data generated by this DI should be published to the world game data channel. This is require to allow game BP and C++ to read this data.
| bool bPublishToGPU |
Whether the data generated by this DI should be published to GPU emitters in other Niagara systems.
| bool bUpdateDestinationDataEveryTick |
Whether this DI should request updated destination data from the Data Channel each tick. Some Data Channels have multiple separate data elements for things such as spacial subdivision. Each DI will request the correct one for it's owning system instance from the data channel. Depending on the data channel this could be an expensive search so we should avoid doing this every tick if possible.
| UNiagaraDataChannelAsset Channel |
The data channel to write to.